Patents by Inventor Anthony John Cox

Anthony John Cox has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Publication number: 20230044538
    Abstract: Described herein are, among other things, techniques, devices, and systems for generating one or more trained machine-learning models used for generating content-item recommendations. Also described herein are techniques, devices, and systems for applying a consumption history of a particular user to the trained model(s) to generate score data indicating a correlation between each content-item title and the consumption history, as well as modifying this score data using one or more biasing factors for generating result data. In addition, the techniques, devices, and systems may use this result data, along with received user input, for determining an order in which to present one or more content items to the user. For example, this may include determining which content items to recommend to a user and in which order to do so.
    Type: Application
    Filed: August 22, 2022
    Publication date: February 9, 2023
    Inventors: Anthony John Cox, Christian Carollo
  • Patent number: 11504633
    Abstract: A trained machine learning model(s) is used to determine scores (e.g., trust scores) for user accounts registered with a video game service, and the scores are used to match players together in multiplayer video game settings. In an example process, a computing system may access data associated with registered user accounts, provide the data as input to the trained machine learning model(s), and the trained machine learning model(s) generates the scores as output, which relate to probabilities of players behaving, or not behaving, in accordance with a particular behavior while playing a video game in multiplayer mode. Thereafter, subsets of logged-in user accounts executing a video game can be assigned to different matches based at least in part on the scores determined for those logged-in user accounts, and the video game is executed in the assigned match for each logged-in user account.
    Type: Grant
    Filed: February 1, 2021
    Date of Patent: November 22, 2022
    Assignee: Valve Corporation
    Inventors: Richard Kaethler, Anthony John Cox, Brian R. Levinthal, John McDonald
  • Patent number: 11423103
    Abstract: Described herein are, among other things, techniques, devices, and systems for generating one or more trained machine-learning models used for generating content-item recommendations. Also described herein are techniques, devices, and systems for applying a consumption history of a particular user to the trained model(s) to generate score data indicating a correlation between each content-item title and the consumption history, as well as modifying this score data using one or more biasing factors for generating result data. In addition, the techniques, devices, and systems may use this result data, along with received user input, for determining an order in which to present one or more content items to the user. For example, this may include determining which content items to recommend to a user and in which order to do so.
    Type: Grant
    Filed: July 8, 2019
    Date of Patent: August 23, 2022
    Assignee: Valve Corporation
    Inventors: Anthony John Cox, Christian Carollo
  • Publication number: 20220164407
    Abstract: Described herein are, among other things, techniques, devices, and systems for generating one or more trained machine-learning models. Also described herein are techniques, devices, and systems for applying a consumption history of a particular user to the trained model(s) to generate score data indicating a correlation between each content-item title and the consumption history. The techniques then determine a ranked list of content items having a highest correlation to the consumption history, which may be used to retrieve videos associated with the most-correlated content items for generating a compilation video composed of these retrieved videos.
    Type: Application
    Filed: December 6, 2021
    Publication date: May 26, 2022
    Inventors: Adil Sardar, Anthony John Cox, Mark Zbikowski, Christian Carollo, Martin Otten, Taylor Sherman, Alden Kroll, Donald Ichiro Lambe
  • Patent number: 11213755
    Abstract: Techniques are described for automatically reducing cheating in an interactive execution environment, such as to perform automated operations to detect and stop use of cheat software in an online game environment, and to restrict subsequent access to the online game environment for users who are identified as using cheat software. The techniques may include using deep learning techniques to train one or more models to classify particular types of gameplay actions as being unauthorized if cheat software use is detected, including to determine a likelihood of whether a separate cheat detection decision system would decide that particular gameplay actions are authorized or not authorized if the additional cheat detection decision system assesses those gameplay actions, and then using the trained model(s) and in some cases the additional cheat detection decision system for the cheat software detection and prevention.
    Type: Grant
    Filed: February 27, 2020
    Date of Patent: January 4, 2022
    Assignee: Valve Corporation
    Inventors: Anthony John Cox, John McDonald, Gabriel Van Engel, Matt Rhoten
  • Patent number: 11194879
    Abstract: Described herein are, among other things, techniques, devices, and systems for generating one or more trained machine-learning models. Also described herein are techniques, devices, and systems for applying a consumption history of a particular user to the trained model(s) to generate score data indicating a correlation between each content-item title and the consumption history. The techniques then determine a ranked list of content items having a highest correlation to the consumption history, which may be used to retrieve videos associated with the most-correlated content items for generating a compilation video composed of these retrieved videos.
    Type: Grant
    Filed: October 18, 2019
    Date of Patent: December 7, 2021
    Assignee: Valve Corporation
    Inventors: Adil Sardar, Anthony John Cox, Mark Zbikowski, Christian Carollo, Martin Otten, Taylor Sherman, Alden Kroll, Donald Ichiro Lambe
  • Publication number: 20210154587
    Abstract: A trained machine learning model(s) is used to determine scores (e.g., trust scores) for user accounts registered with a video game service, and the scores are used to match players together in multiplayer video game settings. In an example process, a computing system may access data associated with registered user accounts, provide the data as input to the trained machine learning model(s), and the trained machine learning model(s) generates the scores as output, which relate to probabilities of players behaving, or not behaving, in accordance with a particular behavior while playing a video game in multiplayer mode. Thereafter, subsets of logged-in user accounts executing a video game can be assigned to different matches based at least in part on the scores determined for those logged-in user accounts, and the video game is executed in the assigned match for each logged-in user account.
    Type: Application
    Filed: February 1, 2021
    Publication date: May 27, 2021
    Inventors: Richard Kaethler, Anthony John Cox, Brian R. Levinthal, John McDonald
  • Patent number: 10905962
    Abstract: A trained machine learning model(s) is used to determine scores (e.g., trust scores) for user accounts registered with a video game service, and the scores are used to match players together in multiplayer video game settings. In an example process, a computing system may access data associated with registered user accounts, provide the data as input to the trained machine learning model(s), and the trained machine learning model(s) generates the scores as output, which relate to probabilities of players behaving, or not behaving, in accordance with a particular behavior while playing a video game in multiplayer mode. Thereafter, subsets of logged-in user accounts executing a video game can be assigned to different matches based at least in part on the scores determined for those logged-in user accounts, and the video game is executed in the assigned match for each logged-in user account.
    Type: Grant
    Filed: September 7, 2018
    Date of Patent: February 2, 2021
    Assignee: Valve Corporation
    Inventors: Richard Kaethler, Anthony John Cox, Brian R. Levinthal, John McDonald
  • Publication number: 20210011939
    Abstract: Described herein are, among other things, techniques, devices, and systems for generating one or more trained machine-learning models. Also described herein are techniques, devices, and systems for applying a consumption history of a particular user to the trained model(s) to generate score data indicating a correlation between each content-item title and the consumption history. The techniques then determine a ranked list of content items having a highest correlation to the consumption history, which may be used to retrieve videos associated with the most-correlated content items for generating a compilation video composed of these retrieved videos.
    Type: Application
    Filed: October 18, 2019
    Publication date: January 14, 2021
    Inventors: Adil Sardar, Anthony John Cox, Mark Zbikowski, Christian Carollo, Martin Otten, Taylor Sherman, Alden Kroll, Donald Ichiro Lambe
  • Publication number: 20210011958
    Abstract: Described herein are, among other things, techniques, devices, and systems for generating one or more trained machine-learning models used for generating content-item recommendations. Also described herein are techniques, devices, and systems for applying a consumption history of a particular user to the trained model(s) to generate score data indicating a correlation between each content-item title and the consumption history, as well as modifying this score data using one or more biasing factors for generating result data. In addition, the techniques, devices, and systems may use this result data, along with received user input, for determining an order in which to present one or more content items to the user. For example, this may include determining which content items to recommend to a user and in which order to do so.
    Type: Application
    Filed: July 8, 2019
    Publication date: January 14, 2021
    Inventors: Anthony John Cox, Christian Carollo
  • Publication number: 20200197813
    Abstract: Techniques are described for automatically reducing cheating in an interactive execution environment, such as to perform automated operations to detect and stop use of cheat software in an online game environment, and to restrict subsequent access to the online game environment for users who are identified as using cheat software. The techniques may include using deep learning techniques to train one or more models to classify particular types of gameplay actions as being unauthorized if cheat software use is detected, including to determine a likelihood of whether a separate cheat detection decision system would decide that particular gameplay actions are authorized or not authorized if the additional cheat detection decision system assesses those gameplay actions, and then using the trained model(s) and in some cases the additional cheat detection decision system for the cheat software detection and prevention.
    Type: Application
    Filed: February 27, 2020
    Publication date: June 25, 2020
    Inventors: Anthony John Cox, John McDonald, Gabriel Van Engel, Matt Rhoten
  • Patent number: 10603593
    Abstract: Techniques are described for automatically reducing cheating in an interactive execution environment, such as to perform automated operations to detect and stop use of cheat software in an online game environment, and to restrict subsequent access to the online game environment for users who are identified as using cheat software. The techniques may include using deep learning techniques to train one or more models to classify particular types of gameplay actions as being unauthorized if cheat software use is detected, including to determine a likelihood of whether a separate cheat detection decision system would decide that particular gameplay actions are authorized or not authorized if the additional cheat detection decision system assesses those gameplay actions, and then using the trained model(s) and in some cases the additional cheat detection decision system for the cheat software detection and prevention.
    Type: Grant
    Filed: March 21, 2018
    Date of Patent: March 31, 2020
    Assignee: Valve Corporation
    Inventors: Anthony John Cox, John McDonald, Gabe Van Engel, Matt Rhoten
  • Publication number: 20200078688
    Abstract: A trained machine learning model(s) is used to determine scores (e.g., trust scores) for user accounts registered with a video game service, and the scores are used to match players together in multiplayer video game settings. In an example process, a computing system may access data associated with registered user accounts, provide the data as input to the trained machine learning model(s), and the trained machine learning model(s) generates the scores as output, which relate to probabilities of players behaving, or not behaving, in accordance with a particular behavior while playing a video game in multiplayer mode. Thereafter, subsets of logged-in user accounts executing a video game can be assigned to different matches based at least in part on the scores determined for those logged-in user accounts, and the video game is executed in the assigned match for each logged-in user account.
    Type: Application
    Filed: September 7, 2018
    Publication date: March 12, 2020
    Inventors: Richard Kaethler, Anthony John Cox, Brian R. Levinthal, John McDonald
  • Publication number: 20190291008
    Abstract: Techniques are described for automatically reducing cheating in an interactive execution environment, such as to perform automated operations to detect and stop use of cheat software in an online game environment, and to restrict subsequent access to the online game environment for users who are identified as using cheat software. The techniques may include using deep learning techniques to train one or more models to classify particular types of gameplay actions as being unauthorized if cheat software use is detected, including to determine a likelihood of whether a separate cheat detection decision system would decide that particular gameplay actions are authorized or not authorized if the additional cheat detection decision system assesses those gameplay actions, and then using the trained model(s) and in some cases the additional cheat detection decision system for the cheat software detection and prevention.
    Type: Application
    Filed: March 21, 2018
    Publication date: September 26, 2019
    Inventors: Anthony John Cox, John McDonald, Gabe Van Engel, Matt Rhoten